V1: First Post-Jam Releasee
This is the first post-jam update to Mine or Die!
Terrain Improvements
The caves in the jam were relatively flat and uniform. V1 layers on two extra noise textures. One displaces the terrain vertically, creating slopes. The other “subtracts” sections of the cave, creating more variety in cavern sizes and tunnels that dead end. I think this makes navigating the cave more interesting.
Before
After
It also results in some tunnels that are too small to fit through, which gives the destructible terrain a practical use!
Textured Terrain
The terain now features a rock texture, which makes it much easier to visually measure depth, especially when you’re mining through the terrain.
Difficulty
The game now features three difficulty levels. The hardest is equivalent to the old jam difficulty, as the comments noted the game was quite hard :)
The Easy difficulty gives you more time before enemies start spawning, and keeps their numbers limited.
Platform Support
Mine or Die uses Godot Voxel Tools which is a native component, and requires compiling custom export templates. For the jam, I compiled these on ArchLinux, and the linux version wouldn’t run on older linux distros due to glibc incompatibility.
The linux template for v1 is now compiled on Ubuntu 20.04, and should have the same compatibility as the default engine templates (as a matter of fact, I just used Github Actions in my fork of Godot).
Also, there’s now a mac universal template, though I don’t have a mac to test on. Let me know in the comments if you give it a try!
Resolution
There’s now a settings page with a resolution picker, allowing you to decrease the render resolution to improve performance.
Fixes
- You can no longer buy armor repeatedly to boost health
- Corrected the resource cost for the teleporter
- Fix some situations where a player animation gets stuck
Files
Get Mine Or Die
Mine Or Die
Crafting and combat in procedural destructible underground terrain.
Status | Prototype |
Author | Ryan |
Tags | Crafting, Godot, Procedural Generation |
More posts
- v2: Tools, enemies, and what's nextJul 30, 2022
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